<
	this script initialize some usefull symbols
	you can see but you can't touch :o)
>

# Render values, to specify the blitting operation
# ----------------------------------------------------------

create Integer off = pivot 0 
create Integer glenz25 = pivot 8 
create Integer glenz50 = pivot 16 
create Integer glenz75 = pivot 24 
create Integer normal = pivot 32 
create Integer add = pivot 33 
create Integer sub = pivot 34 
create Integer add_nosat = pivot 35 
create Integer glenz25_sprite = pivot 264 
create Integer glenz50_sprite = pivot 272 
create Integer glenz75_sprite = pivot 280 
create Integer normal_sprite = pivot 288 

# Transitions types
# ----------------------------------------------------------

create Integer transition_bool = pivot 1
create Integer transition_add = pivot 2
create Integer transition_alpha = pivot 3

# Colors
# ----------------------------------------------------------

create Vector3 black = pivot (0, 0, 0) 
create Vector3 dark = pivot (32, 32, 32)
create Vector3 grey = pivot (128, 128, 128) 
create Vector3 white = pivot (255, 255, 255) 

create Vector3 red = pivot (255, 0, 0) 
create Vector3 green = pivot (0, 255, 0) 
create Vector3 blue  = pivot (0, 0, 255) 

# Render animations, fadings ...
# ----------------------------------------------------------

create Integer fadein = linear [ 0, 32, 1 ]
create Integer fadeout = linear [ 32, 0, 1 ]
create Integer fadein_sprite = linear [ 256, 288, 1 ]
create Integer fadeout_sprite = linear [ 288, 256, 1 ]

# Compositing luts
# ----------------------------------------------------------

<
create Layer8bpp color_dodge = blends/color_dodge.pcx
create Layer8bpp color_burn = blends/color_burn.pcx
create Layer8bpp multiply = blends/multiply.pcx
create Layer8bpp overlay = blends/overlay.pcx
create Layer8bpp softlight = blends/softlight.pcx
create Layer8bpp hardlight = blends/hardlight.pcx
create Layer8bpp darken = blends/darken.pcx
create Layer8bpp lighten = blends/lighten.pcx
>

# end of the first interpretation
wait 9999